Rise of the Reds – or ROTR for short – improves upon the C&C Generals formula while also adding its own distinct elements to it. Most notably, the mod adds two completely new factions, the tank-heavy Russian Federation and the defence-oriented European Continental Alliance. In addition, the three original factions China, USA and GLA have been greatly expanded and redesigned in a variety of ways, with several new units, buildings, powers and abilities to explore and combine in your in-game tactics.
ROTR Patch Release 1.802 NOTE: Previous patch of 1.801 not require as it is included
wait wait wait... does that mean we have to UNINSTALL patch 1.801 to install this?
No need to uninstall anything, just install this new patch. I did so and the mod works fine with changes and everything.
hey where can i donate u guys show some good dedication
(buried)
^ Donation. Pfft!
you
No idea, Guest, but I'd roll some cash for 'em myself. These guys know their business, and their mods are it.
...Surprised they weren't made into actual games themselves, honestly.
hey i am having a problem it will not let me play the campaign what's wrong
please help!!!
me too
The campaign would only be available on version 2.0 . Read the summary next time okay.
do I need to install the patch or just the full version 1.85
it was a valid question. no need to down karma the guy?
1.801 comes WITH the 1.802 patch so...no
Speaking of installing things, is there any other file that needs to be installed before this patch? (Obviously other than the game and the zero hour). This is my first time downloading and installing a Mod. hahaha. Thanks.
It will overwrite patch 1.801, so you don't need to do anything.
But it would be better to remove the test build now, as it is no longer needed.
Yeah just delete Test build 2 and install this 1.802 and then wait for 8.2 and 2.0 ...! ECA and Russia are the best i reckon!
ya i agree with you i like the way the eca matches nato's factions really well and the way russia is a steamroller faction like i n real life large collum in tanks and strenght in numbers
Yes, ECA and Russia are frigging powerful. Especially with their heavy Anti-Air units... though I have to admit, hearing "*ding* Oh! My popcorn's ready." is something odd to hear when selecting a Wotan array to fry an incoming Viper patrol.
He sounds a bit like a pedo to me XD
The funniest thing is the chime of the microwave oven !
Thanks swr!!
i just saw these exp packs for zero hour dint know there were any :( i wanna download full version i have now holland on my zero hour. i thought it was 1.7. do i have to uninstall these or can i install 1.802? becouse i installed it and it won't work can you help me out in this? thnks if you do :)
CnC Holland is a total conversion, meaning by starting up generals, you actually play the mod.
What you could do, if you want to play them both (separately) is using a mod enabler (like JS Generic Mod Enabler), this will allow you to enable cnc holland if you want to play it, and disable it when you want to play the original version or shockwave/ROTR.
You cannot pot ROTR or shockwave in a mod enabler as these already ork in a similar way.
But the simples solution would be to uninstall the whole game and reainstall it and then install this mod.
Mind you, these are not expansion packs but mods, so they don't expand on the original game, but they modify the original game.
Edit: Oh and by the way, I strongly suggest against using CnC Holland with other mods, even with a mod enabler. They modded it quite badly. I would like to play it more often as I'm from the Netherlands myself, but in all fairess, in modding terms, its quite terrible.
Both Rise of the Reds and Shockwave cooperate quite well installed to the same directory, thankfully.
If you don't mind making some small tweaks to your Registry in regards to CnC Generals Zero Hour, you can install a second copy of Zero Hour on your computer and use that one for RotR and Shockwave.
I feel i might as well contribute. If a mod has a launcher, like Shockwave, RotR, Untitled, etc (I believe I have all three in one install) it should work fine. Basically, if your mod has a separate launcher, it should work fine with others of the same variety (ex. contra + RotR won't work, but RotR and Shockwave do).
If a mod doesn't however, make a separate generals directory (copy+paste, add in mod name like this: zero hour - contra, for example).
The good thing about it is that you can go back and play vanilla generals, if your mod has a launcher.
im having an odd issue with downloading this, after extracting it into my zero hour folder the game still says v1.801 instead of v1.802. Whats even wierder is that it also says zero hour v1.0!!! It used to be v1.4, but idk how it changed. Im not sure how to fix it, so can someone please help out?
nevermind guys, i got it to work.
how did it change the version?
ALREADY!
hi all.
i have a question (some will think im noob)i downloaded cc rotr but it will not work.its saying that it wil not run.i put it in folder (maps) like its saying on this blog.i have c&c holland on my zero hour,do i have to unstall itand have to install the very first version of rotr to run it?
can som1 help me out? becouse after 4 hour trying its getting on my nerf that it won't run.plz help me
Well is the installer not working(there is an installer that should do it automatically)? If it isn't, you might have to re-install generals and just install the most recent version of RotR (1.8, its the most recent full release)then install this patch.
C&C Holland, programming-wise, is a nightmare, to be honest. It also doesn't like other mods... at all. Recommend installing a fresh Zero Hour copy to a diff directory and installing ROTR there instead.
YEAHHH I'VE BEEN WAITING FOR THIS
I installed the new patch ..but in option says v 1.8 ...no 1.82..and now i cant play online (lan) say mismatch ..the other computer also download the new patch ..but that one says v 1.82 and i do the same process ...help me plz
I'm sorry for asking again,but Euorpean Region Command still can't be taken by any unit.Is this supposed to be like this or it will be fixed?
Thanks
pretty sure its supposed to be like that, similar to the old gla palace and the way it also cant be captured
Too bad...Now nobody can steal ECA dozers and build their buildings :)
I was hoping that was a bug and will be fixed with later patches, but it will stay like this now
I think you can capture Field Commands though. But I've never seen the AI build one of those.
I didn't see them build Field Commands too.
On any difficulty.
there is still a mini command center that any infantry unit can capture (forgot whats the mini command center is called)
and is unlimited to build
thx keep it up :)
Look at hopper turret, see the gunner/spotter/whatever? Measure where his groin would be and see what protrudes from there.
I've got a problem.. it won't let me play it without it being windowed..
may have some help please?
Why the AI never built super weapons after installed this mod?
-AI controlled opponents and allies will no longer build superweapons unless someone else does so first
I don't understand. The AI will not build the super weapon if no body built it first, right?
In description says
-AI controlled opponents and allies will no longer build superweapons unless someone else does so first
I think that means if a HUMAN player build superweapon first then AI will start building it.
Try that
Many thanks guy.
I've tried it.
I started playing skirmish game with 4 brutal AIs. I've built my superweapon about the first 10 minutes of game but none of the AI built it until about the 90 minutes of game(not really sure about the time), 1 of the AIs started building it when I already have 6 (In that time, there is only 1 AI left, the others have been defeated). I think in this patch the AI is far more hardly build the superweapons although the player start building it first. That's why I confuse about the factors that made the AIs build their superweapons.
p.s. If there is any mistake because my poor English grammar skills, I apologize.
No problem man
I've played one game not building superweapons just to see will the AI build first.I just defended myself and AI attacked constantly but didn't build superweapons.I played about 2 hours that game and nothing happened.
About your English...don't worry.I don't know it well either :)
That's because the AI seems to be programmed to spam units to your base, so it has no moneu left for a super weapon for a long time. And it happened several times to builf a super weapon before I ever did so myself, but it does it quite a long time in game, not like before in ZH...